Particle layers plays always the same?
Posted: Fri Aug 10, 2007 11:10 am
I know that there is a button to randomize the particle generation. It can be found if you're over a particle layer and go to the options that appears under the menu of the main window.
But I'm wondering what happen if:
1) I need to render partial sections of the animation for its huge size or time.
2) I have a particle layer setted on at the beggining of the animation and still alive since the end.
Then if for example my first partial render goes from frame 1 to 1000 and my second one goes from 1001 to 2000, would the particles of frames 1000 and 1001 consistent? Does it means that AS recalculate the particles form the beggining of the animation for each partial render it does?
If so, then it would be worse to divide the animation in partial sections if there is a problem of time or size due to the amount of calculations needed when a partial section of the file is rendered. That's one of the reasons that make not vey handy, work with particles what lives during a long shot. I've experimented delays of 4 or five seconds to move from one frame to other when the animation is 1500 frames or so and particles are alive. Also save the file at frame 1000 takes longer than save the file at frame 0.
It would be a good tip to reduce particles to 1 or 2 in edition mode and only at final render set them to the final value.
-G
But I'm wondering what happen if:
1) I need to render partial sections of the animation for its huge size or time.
2) I have a particle layer setted on at the beggining of the animation and still alive since the end.
Then if for example my first partial render goes from frame 1 to 1000 and my second one goes from 1001 to 2000, would the particles of frames 1000 and 1001 consistent? Does it means that AS recalculate the particles form the beggining of the animation for each partial render it does?
If so, then it would be worse to divide the animation in partial sections if there is a problem of time or size due to the amount of calculations needed when a partial section of the file is rendered. That's one of the reasons that make not vey handy, work with particles what lives during a long shot. I've experimented delays of 4 or five seconds to move from one frame to other when the animation is 1500 frames or so and particles are alive. Also save the file at frame 1000 takes longer than save the file at frame 0.
It would be a good tip to reduce particles to 1 or 2 in edition mode and only at final render set them to the final value.
-G